126 lines
4.8 KiB
C
126 lines
4.8 KiB
C
/*
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* Copyright 2021 Nikolay Sivov for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "wine/debug.h"
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#include "wine/heap.h"
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#define COBJMACROS
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#include "d3d10_1.h"
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#include "d3dx10.h"
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#include "d3dcompiler.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile,
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UINT shader_flags, UINT effect_flags, ID3D10Device *device, ID3D10EffectPool *effect_pool,
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ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
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{
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ID3D10Blob *code;
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HRESULT hr;
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TRACE("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, shader_flags %#x,"
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"effect_flags %#x, device %p, effect_pool %p, pump %p, effect %p, errors %p, hresult %p.\n",
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data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile),
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shader_flags, effect_flags, device, effect_pool, pump, effect, errors, hresult);
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if (pump)
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FIXME("Asynchronous mode is not supported.\n");
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if (!include)
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include = D3D_COMPILE_STANDARD_FILE_INCLUDE;
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if (FAILED(hr = D3DCompile(data, datasize, filename, defines, include, "main", profile,
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shader_flags, effect_flags, &code, errors)))
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{
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WARN("Effect compilation failed, hr %#x.\n", hr);
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return hr;
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}
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hr = D3D10CreateEffectFromMemory(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
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effect_flags, device, effect_pool, effect);
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ID3D10Blob_Release(code);
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return hr;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT shader_flags, UINT effect_flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3DX10ThreadPump *pump,
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ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
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{
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ID3D10Blob *code;
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HRESULT hr;
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TRACE("filename %s, defines %p, include %p, profile %s, shader_flags %#x, effect_flags %#x, "
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"device %p, effect_pool %p, pump %p, effect %p, errors %p, hresult %p.\n",
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debugstr_w(filename), defines, include, debugstr_a(profile), shader_flags, effect_flags,
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device, effect_pool, pump, effect, errors, hresult);
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if (pump)
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FIXME("Asynchronous mode is not supported.\n");
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if (!include)
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include = D3D_COMPILE_STANDARD_FILE_INCLUDE;
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if (FAILED(hr = D3DCompileFromFile(filename, defines, include, "main", profile, shader_flags,
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effect_flags, &code, errors)))
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{
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WARN("Effect compilation failed, hr %#x.\n", hr);
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return hr;
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}
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hr = D3D10CreateEffectFromMemory(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
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effect_flags, device, effect_pool, effect);
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ID3D10Blob_Release(code);
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return hr;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT shader_flags, UINT effect_flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3DX10ThreadPump *pump,
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ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
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{
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WCHAR *filenameW;
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HRESULT hr;
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int len;
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TRACE("filename %s, defines %p, include %p, profile %s, shader_flags %#x, effect_flags %#x, "
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"device %p, effect_pool %p, pump %p, effect %p, errors %p, hresult %p.\n",
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debugstr_a(filename), defines, include, debugstr_a(profile), shader_flags, effect_flags,
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device, effect_pool, pump, effect, errors, hresult);
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if (!filename)
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return E_INVALIDARG;
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len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
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if (!(filenameW = heap_alloc(len * sizeof(*filenameW))))
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return E_OUTOFMEMORY;
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MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
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hr = D3DX10CreateEffectFromFileW(filenameW, defines, include, profile, shader_flags,
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effect_flags, device, effect_pool, pump, effect, errors, hresult);
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heap_free(filenameW);
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return hr;
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}
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